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- CBAY Books 2011; US$ 4.99
Benjamin and his best friend Andy love being different from the other kids. They like being able to read each other?s minds and use their telekinesis to play tricks. In fact, they are getting set to spend their entire summer doing just that when Benjamin more...
- Andrews UK 2014; US$ 15.99
The billion dollar video games industry had to start somewhere, and this is the hilarious, heartbreaking, inside story of how it all began and where it's all headed. And in the middle of it all there was a game hailed as the best ever written. It was called Deus Ex Machina. It was a creative triumph and it was a commercial disaster. Meet the pirates,... more...
- Wiley 2012; US$ 56.95
Presenting a holistic and thoroughly practical investigation of the true nature of computer games that arms readers with a small yet powerful set of theories for developing unique approaches to understanding games. Game Invaders fully integrates genre theory, new media aesthetics, perceptual opportunities, and semiotics into a practical DIY toolkit... more...
- Emerald Group Publishing Limited 2002; US$ 199.00
The impact of computer games. An area of computing that has grown at an escalating speed and made a significant impact on society in recent years is interactive multimedia. As stated by David Cole, president of DFC Intelligence, ??The game industry is forecast to become a $20 billion worldwide business in the next two years, . more...
- McGraw-Hill Education 2007; US$ 44.00
This book introduces the critical concepts and debates that are shaping the emerging field of game studies. Exploring games in the context of cultural studies and media studies, it analyses computer games as the most popular contemporary form of new media production and consumption. The book:. Argues for the centrality of play in redefining reading,... more...
- University of Minnesota Press 2006; US$ 54.00
Video games have been a central feature of the cultural landscape for over twenty years and now rival older media like movies, television, and music in popularity and cultural influence. Yet there have been relatively few attempts to understand the video game as an independent medium. Most such efforts focus on the earliest generation of text-based... more...
- Pearson Education 2007; US$ 31.99
This is the eBook version of the printed book. If the print book includes a CD-ROM, this content is not included within the eBook version. Live your Second Life to the fullest! ? Get started and get comfortable fast ? Understand the culture, and avoid beginner?s mistakes ? Create the right look for your avatar ? Master Second... more...
- McGraw-Hill Education 2007; US$ 24.99
Filled with hundreds of hands-on tutorials, tips, and techniques, this is the thorough, in-depth reference that every Second Life resident needs. Learn how to create a unique avatar and then explore, build, socialize--and even earn real money. Inside, you'll find exclusive coverage of all the menus, features, and utilities. Whether you're a newbie... more...
- HarperCollins 2009; US$ 13.99
The wholly virtual world known as Second Life has attracted more than a million active users, millions of dollars, and created its own?very real?economy. The Making of Second Life is the behind-the-scenes story of the Web 2.0 revolution's most improbable enterprise: the creation of a virtual 3-D world with its own industries, culture, and social... more...